I posted a new thread, because I wanted my Ideas discussed alltogether instead of opening dozends of single threads and posting in hundreds others.
I have no experience about what possibilitys modding offers. Judge for yourself and post your opinion e.g.: Yes this and that is good because [x] and that sux because [x]!
The following text expressive a coherent idea of how I think PR could be improved, read it completly and judge then. If it is impossible to realize, one or two ideas of mine might give you inspiration for other further developed possibilities
"Prone Locking": Anti "Noob"
Many players complain about Prone-diving and suggested an aim delay.
I am more concerned about the Sniper- and the Supportclass. (This does NOT solve the problem with diving M4's etc.) Inspired by Supporters lifting the M249 high up aiming on a factory chimney while in Prone Position! The Bipods loose contact to the ground. I couldn't shoot in a straight line then!
The Bipod is ment to give the shooter stability when prone, but it is more used as visual candy in PR. Why not "lock" the Rifle when prone and give it a certain radius for example 35° left/right and 15° up/down where you can aim. Think about the Stationary 0.50 cal!
If you release the rightclick button you can recalibrate your aiming angle!
That would slow down the movement of Snipers and Supporters and make them choose their position wiser!
"Weapon Variety": Specialization
PR is Squadbased. More like S.W.A.T. rather than an army in my opinion! Even Belgium has a bigger army than 32 Soldiers
In a S.W.A.T. Squad (I only have Movie-Knowledge) every Member serves a certain purpose. If the PR player can choose from a wider range of weapons he could choose the weapon best fitting the purpose/situation... kind of "Rainbow Six".
The Specops might want a M4 but doesn't get SLAMS, is he taking a Benelli Shotgun he gets SLAM and C4!
The Medic can take his G3 and one Smoke or an MP5 and 3 Smokes!
Give the Player more choice wether he needs to blow up tanks or not, if he is a fighting medic or a hiding one!
The variety of Tactics increases, rather than taking 2x Med, 2x AT and a Rifleman you might choose between Long- and Shortrange weapons. I am just thinking about some possibilitys, you think further!
Another nice options would be Kitlimiting for Squads instead for teams, more to that after the next point.
Something even I am unsure of is mixing weapons. The Americans fight shoulder on shoulder with other nations, especially Britain. So why cant USMCs choose British weapons. I can pickup AKs so don't tell me the player isn't familiar with different weapon types.
"Squad Size": Tactics
Dunno if you can, but please consider making Squads of maybe 8 . Enable choise between Big Squad (
intenser Battles about flags and the smaller for stealthy sabotage OPs! Therefor reduce the total ammount of Squads to.. errm.. 6!
The Squadleaders can far more consider options like e.g.:
Scenario!
I want to take a flag. It's one of the key flags, so heavy resistance can be expected. Armored vehicles can roll in! Its surrounded by trees, has 2 entrances and houses to hide or be ambushed from. Therefor I need a big squad, I need Heavy AT and Medics, I need close range weapons for the street canyon and wide range for the open fields outside (approximatly like in Kyongan Ni or similar on many others), Sniper and Support would come in Handy.
Kit Limiting
The actuall Kit Limit and request system could never ensure you get what you need, sometimes you have a squad without any special kit. So a squad intern limiting is a compromise, 1 AT, Sniper, Marksman, Support and Rifle per Squad. You never take all Kits for you need Medics and Ammomen etc. but ensures to have at least on of it in your squad when you need it! That doesn't mean that you will have only Marksman running around for you only got 6 Squads!
"Radar Info": A point of contention
I followed a link from this forum leading to an articel about 2 American Jets firing at a British patrol because miscommunication with their air controller "manila hotel"!
You dont see friendlys on a radar!
Removing of the Teammates from the Radar would make the radar useless, would increase friendly fire and decrease game fun! A compromise which I think would enforce teamplay would be hiding Squadmates and only showing Squadleaders. I tell you why:
On a map like Qwai River the distance between the flags are quite big so you have to know where your fellow squads are moving. Sometimes you got "lone wolfs" or just strafing Squadmembers at a enemy flag which calms you down! " Ah, that bunch will certainly get the flag!" If you only see SLs the flag would seem empty, so players have to stick to their leader.
Then again a short check to the minimap would identify a squad as friendly and you won't shoot them.
But sadly I believe the communication between Squads instead of everything going over the Commander must be improved b4!
THE FOLLOWING ARE NOT RELATED BUT I NEED TO GET RID OF THEM
First: Officer kits are made available all the time in the coming Server Update.
That's Excellent.
Why not Crewman and Pilotkits? These are essential for troopmovement
just like the Officerkit is. I experienced that I couldn't request a
Crewmankit at an ammo support vehicle, so it remained in the middle of
nowhere or I just had a kit and needed to run from the Mainbase
allthough there were APCs and Tanks.
2nd: I know that Wake Island 2007 doesn't fit in the given context, but it has
such a beautiful atmosphere and I cannot play BF2, now I got used to
PR! PLEASE INTEGRATE THE MAP! MEC vs. Insurgents
3rd: Many people shouted about Handguns being to weak, especially the
Heckler und Koch P-7 (I mean the MEC Sidearm). If you could for example
get a H&K MK23 and a Smith & Wesson Model 625 ingame looking as
great as the M14 (and I'm sure you can :wink
be?! The firearms I named are just examplary, let your fantasy work.
THANK YOU FOR YOUR ATTENTION AND THE SURE TO COME COMMENTS

